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Looking at the jam submissions thus far, they're all playable in a browser. I'm not sure if I want to make a web client. It's certainly possible, Godot has various web export options, but it makes asset loading complicated for a reusable, general-purpose client.

Executable SOUPs build rooms and nights based on whatever folders are available in the filesystem, regardless of their names. A web client can't browse like that if it's going to work as an Itch upload. It would have to know the paths of all rooms ahead of time.

Maybe it's possible to inject assets into a Godot project after it's been compiled for web?

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It's possible but you still need to know what all your assets are before hand so itch.io can serve them. Using the godot/javascript bridge you can use the browser fetch api to download more assets (like .pck files) as the game is running. It's a bit overkill though, 99% of gamejams in godot do not need this. Just try keeping your assets under 200mb and you'll be able to export to web easily.


Ours is 224mb and we have to split it up but it's not too bad